(First time poster, so apologies if this is not up to scratch. I tried to be brief, as referenced in the guide, but unfortunately my writing style tends toward verbosity over conciseness. I also apologise if anything is vague or confusing, I am not particularly skilled at writing with clarity)

Premise

Eurid is a game attempting to blend an esoteric mix of mythic and cyberpunk elements into a coherent whole, allowing stories in the vein of tragic, mythic epics amongst the scenery and ephemera of technology and conspiracy.

Hi. I think you are on the right track with your approach to the setting. My personal view with settings, particularly original settings such as yours, is "less is more". Its fun for you to try to come up with every detail of your setting, after all creativity is an inherently fun process. But when the author comes up with every last detail of the setting, it leaves no room for the layers of your game to do the same -- its all been set in stone and there is no wriggle room for GM or player.

I reckon the setting should serve two purposes - 1) to inspire the players to want to be there and add to it with their own detail through play and 2) to provide as many hooks for play as possible.

So I really like the way you refer to things as 'rumored' 'conspiracy' etc... without nailing down detail

One last thing, I would avoid trying to make things too coherent. One of the things about history and 'facts' is that they vary depending on who you are talking to. The view of Israelis and Palestinians on the truth of their local situation for instance would vary widely. So with a setting outline, you can take a school-teachery impartial godlike perspective and say "this and this happened. this and this is TRUE', or you can take a more personable approach and provide opinions on what is true by the various fictional factions involved, which can be entirely contradictory and this you are leaving a lot more creative wriggle room for your players, and at the same time imparting a distinct flavor to your factions by giving them a voice.

My main goal for the setting of Eurid is a backdrop for the mythic tales of the players. Thus, I'm attempting to make a skeletal setting, a framework of hard, solid ideas which can act as a foundation, but are negotiable if a group finds them not to their liking. The framework will be surrounded by a mess of rumours and potential truths, which can be confirmed, denied or twisted to a GM or PC's pleasure. Beyond the rumours will, ideally, be plenty of space left empty, for outgrowths of creativeness from the players and GM to fill. I have my own ideas, of course, as to the "Truths" of the setting, but I'll endeavour to include at least a few possible "truths", along with ideas for more and, of course, blank space for people to invent their own. The simplest parts of the setting will be the most concrete, and with increasing complexity will come increasing fluidity of fact and fiction.

averaging rolling 10 dice for a skill and as many as 16 for a min/max or specialized skill.

In a success system this leads to assumed results, meaning that if you roll 15 dice and a success is on a 5-6 than you should get about 5 successes. This allows players to have an idea if they should be able to make a roll.

It seems that your system is not doing this exactly but rolling 4 dice and taking the highest will usually be a 6. Check out my system (in sig) for the rolling approach and it might be something you could adapt with d 6's.

Another system that you might want to look into is Savage Worlds; its very pulp with a take the highest things explode system. The rolling might work for you.

Actually, I'm going for much smaller ranges. Abilities from one to four, mutations or augmentations from one to three, equipment and skills from one to two. This will probably result in somewhat large dice pools, but my main play environment, at the moment, is online, and with a custom dicebot large pools shouldn't be too problematic.

I hope to get around the fact that, usually, you'll always get a six on a roll you're reasonably prepared for with DC's higher than 6.

-For mortals, each additional 6 adds one to the total.

-For Eurids, The Call (Which affects rolls using Mutations) will trigger on a six, and on each successive six, but has long term negative effects (This represents the dual effects of the heroic impulse, allowing superhuman achievements, but at the same time brings you closer to your inevitable tragedy)

-For Synthetics and Augmetics, on rolls involving augmentations, they can use additional energy (A limited but regenerating resource used to activate augmentations) to explode 5's or 6's

Your system seems interesting, with a case of parallel evolution in terms of the basic Mortal system. If you don't mind, I'll look into it further, as some of your ideas are certainly uncommon, and may be very useful inspiration.

I also like the idea of discarding extraneous dice, although I'm more thinking of the Houses of the Blooded approach, where dice can be "Wagered", not for a bonus to the roll, but for additional effects upon a success.